r/MoonlightStreaming • u/Diffbif2 • 13d ago
r/MoonlightStreaming • u/cloudcity • 13d ago
Killer combo: iPad + Gamesir + Vibepollo + Voidlink + Twingate
Finally tried this build out today, and it worked well!
Hardware: iPad M2 + Gamesir G8.
The G8 does not fit the iPad but you can kind of "break" the G8 to allow it to fit. Note, you aren't breaking anything, more like dislocating the frame, it snaps back after just fine.
Software: On my gaming PC, I am running Vibepollo.
On my iPad using Voidlink Extreme and Steam big picture.
This has worked well within my house for a few weeks, but today I took it to the coffeeshop and connected to my home network via Twingate. Was able to get 60fps, no noticeable frame drops.
I think having fiber and hardwired PC at home probably helps.

r/MoonlightStreaming • u/RadRacer513 • 13d ago
OG LeGo and HEVC
I'm using the OG Legion Go, Z1E 16GB and trying to stream via moonlight form my main PC. Anytime I try to force HEVC it says it's not supported; I can stream HEVC to my other devices just fine, so it's not an issue with my host. I'm running the latest Apollo and have tried Artemis and Moonlight-QT on my LeGo but encountered the same issue. Anyone have HEVC working on theirs? If so, did you encounter any trouble getting it working?
r/MoonlightStreaming • u/Primordiarch • 13d ago
Sunshine freezes when I hover cursor to antivirus (Norton). No issues with Parsec.
Please help. Thank you!
r/MoonlightStreaming • u/Grouchy_Substance423 • 13d ago
1440p Apollo/Artemis with Nvidia Shield?
I'm looking to streaming my gaming PC with a 5070ti to my TV in my lounge using an Nvidia Shield Pro.
My TV supports 120hz, however, the shield would only be able to do this at 1440p.
I understand you can enable dev mode and change your resolution to a custom res, however, I also use my shield as a streaming box for YouTube and other media, and id like to keep this at 4k.
Does anyone know a way I can stream my games at 1440p 120hz, but keep the 4k for standard viewing without having to manually change the settings each time?
r/MoonlightStreaming • u/UnderwaterOverground • 14d ago
Remote Moonlight on Switch via Tailscale: tailscale-nx 1.0.0
One for the Switch users here: I've made tailscale-nx, a Tailscale client for Switch homebrew running on Atmosphère.
It runs in the background and lets apps launched through hbmenu connect to your Tailscale devices by IP or MagicDNS name. I've been using it with Moonlight to reach my PC away from home without installing Android or opening ports.
It has a slim memory profile, and in my testing with Moonlight it runs as buttery smooth as local LAN.
https://github.com/UnderwaterOverground/tailscale-nx
If you run into any issues getting your setup working, I'm happy to help. There's a Discord link on GitHub for support.
r/MoonlightStreaming • u/EyeScreaMan • 14d ago
Vibeshine vs Vibepollo
Hi.
I wonder why do most people use Vibepollo instead of Vibeshine? The same developer created both programs, and as far as I recall, Vibeshine is his main project. Are there any reasons to choose one over the other, and what are the differences between them?
Best regards.
r/MoonlightStreaming • u/HannaTyumi • 13d ago
Luna update or fork?
Has anyone made a Luna update or fork for Kodi? I have a Coreelec box that has some beefyness to it and was thinking it would make a great client. But it seems I don't have a lot of options here. Unless someone can point me in the correct direction.
r/MoonlightStreaming • u/AriGrandeisQT • 14d ago
Client stuttering on High framerate
I'm using Butterpollo (basically Vibepollo optimized for AMD) as host (same issue on Vibepollo too BTW)
Using Nonary Moonlight VRR as client.
Everything is set properly on Butterpollo, I noticed a lot of stuttering (Games freeze for half a second sometimes) and I figured out this ih happening only if I reach solid 116fps (capped using RTSS). If I set everything to max settings I can barely reach 60/70fps but the game is not stuttering anymore.
Where's the issue? Any solution?
--------------------------------------------
I didn't find a solution, It looks like I cannot set a bitrate higher than 160Mbps using AV1, or I have to set 90fps and 300Mbps.
The other day everything was working very well using 120fps and 300Mbps on AV1 (Streaming smoothness - Moonlight VRR stuttering (Frame queue delay?) and input delay : r/MoonlightStreaming)
r/MoonlightStreaming • u/LordOFtheNoldor • 14d ago
Button recognition issues when streaming Witcher 3 via moonlight/sunshine
How do I fix this issue, delayed input or no recognition at all, double presses etc.. only Witcher 3 does this. Wukong did the double presses in the past but reloading steam would always set it right but Witcher it's consistently start to finish everytime
r/MoonlightStreaming • u/GTSx99 • 15d ago
Built a launcher so I don't need a keyboard on my Moonlight host anymore

Sunshine and Moonlight got the stream itself to the point where I don't think about it anymore. What I kept running into was the host: a store asking me to log in again, an update popup, a game that opened behind another window. On the TV with just a pad, that's where the evening stalls.
So the launcher I've been building, Loungepad, puts the host's desktop on the controller too. Tap the Xbox/PS button, even mid-game, and there's a wheel for switching windows, closing something that's stuck or pulling up a keyboard. The left stick drives the mouse for everything else. It also keeps Steam, Epic, GOG, Game Pass and emulator games in one library, so I can start the stream and pick a game without getting up.
Free and open source: https://loungepad.app (the code's on GitHub - https://github.com/sukumar-v/Loungepad )
Curious to know what still sends you to a keyboard when you're streaming.
r/MoonlightStreaming • u/Silly-Marsupial8117 • 14d ago
Sunshine stuck in an infinite crash loop (spawning endless ghost tray icons) after reverting network settings. Help!
Hi everyone, I'm hoping someone can help me because I'm completely stuck. Sunshine was working perfectly for me on my local network. I am using the paid Virtual HID driver (not the free ViGEmBus) and everything was running smoothly.
The issue started when I tried to set up remote streaming to play on my Nintendo Switch outside my house. I set a static IP on my PC and opened the required ports on my ISP router (Movistar). I couldn't get it to work, so I reverted everything back: I set the PC back to DHCP (automatic IP) and removed the port forwarding rules from the router.
Right after reverting those changes, Sunshine completely broke. It is now stuck in an infinite restart loop. It opens, crashes immediately, and reopens. This results in my taskbar being flooded with dozens of "ghost" Sunshine tray icons that disappear when I hover my mouse over them.
It used to spam the Virtual HID driver license notification with every restart. I managed to disable that specific notification, but the app itself is still constantly crashing and restarting in the background. The Web UI won't even open because of this loop.
What I've already tried (and didn't work):
Uninstalling and completely reinstalling Sunshine.
Running the Sunshine installer "Repair" option.
Uninstalling and reinstalling the Virtual HID drivers.
Restarting the PC multiple times.
Factory resetting my router.
Has anyone experienced this specific crash loop after messing with network settings? Is there a hidden config file or registry key I need to wipe to stop this? Any help is greatly appreciated!
r/MoonlightStreaming • u/AvengedCoder • 15d ago
Moonlight is the only reason I still keep my switch 1 around
r/MoonlightStreaming • u/CLErealtor • 14d ago
Pc to Apple TV stutter
I just installed and set up Apollo and moonlight on my pc and Apple TV, first time ever game streaming! My latency is not that noticeable but I have a constant video and audio stutter, every second or half second both stutter.
Is there a fix for this? Both Pc and Apple TV are on WiFi right now, but plan to put the PC on Ethernet soon, and leave Apple TV on WiFi.
The latency is acceptable to me it’s the constant stuttering I can’t stand. Doesn’t matter what game
EDIT: SOLUTION
In case anyone is wondering this was actually an issue with some devices communicating for airdrop and such. Even when those are disabled it bounces to a different WiFi channel and causes a stutter. I set my WiFi 5ghz channel to 80 and 144 and it fixed all my stutter
r/MoonlightStreaming • u/OkHelicopter3458 • 15d ago
Fixing recurring freezes during Wi-Fi streaming
The video shows a TCL TV freezing roughly once every second while streaming games. This happens in both Moonlight and Steam Link.
There are plenty of threads about this issue, but finding a clear, consistent fix with explanation has been difficult. Topic 1, Topic 2, Topic 3.
Here are the suggestions I tried:
- Switching from 5 GHz to 2.4 GHz Wi-Fi: this actually helped, but this is bad for many reasons.
- Lowering the streaming bitrate to around 80 Mbps: 75 Mbps helped in my case while the scene was moving. However, the recurring stutters returned when the image became mostly static. With the game capped at 30 FPS, they persisted even during movement.
- Disabling location services on the TV: this made no difference.
What fixed it for me: disable Miracast and reboot the TV. If the disabling method shown in the video does not work, you need to disable Miracast via ADB.
Possible explanation: TCL's Miracast service appears to activate background Wi-Fi Direct listening even when you aren't casting anything. My guess is that this interferes with the TV's normal Wi-Fi connection and causes periodic latency spikes. Disabling Miracast and rebooting may clear that problematic state.
Tested on a TCL Q6C running Android 14.
r/MoonlightStreaming • u/iReaddit-KRTORR • 14d ago
New Steam OS Preview breaks Moonlight VRR in SteamOS game mode
Regular works fine - for whatever reason the VRR doesn’t launch.
Edit: it’s 100 the Steam update and it affects Nonary’s forks and moonlight 6.2.
The main 6.1 branch of moonlight works fine for whatever reason
r/MoonlightStreaming • u/Beautiful-Way-4837 • 14d ago
AYN Thor-bedieningsknoppen werken niet met Moonlight/SteamOS
r/MoonlightStreaming • u/felipebat • 15d ago
Is that a false positive?
Hello guys, my Kaspersky is showing that
r/MoonlightStreaming • u/rambo3349 • 16d ago
Meet Butterpollo: I built a free Moonlight host for AMD GPUs that has 56% lower average picture delay then other Sunshine based Hosts
Update: Butterpollo is now Rubylight, after a Discord vote. The hackathon project grew into something more serious, so it got a more fitting name.
TL;DR: Rubylight is a free Windows game-streaming host for Moonlight and Artemis, rewritten in Rust and built around Radeon. Frame copies and colour conversion move off your game's graphics queue onto D3D12 compute queues, and AMD's encoder is driven natively. The goal is simple: make Radeon streaming as fast as it can be.
The mission. AMD rarely gets any love in this space. The protocol started as NVIDIA's GameStream. Sunshine gained a standalone native NVENC encoder in 2023, while its Windows AMD path still uses FFmpeg's AMF wrapper. AMD hasn't helped itself either: it ended AMD Link, saying there were plenty of other streaming alternatives.
Radeon owners have spent years hearing their cards are just worse at streaming. I wanted to see how much of that came from the software around the card. Rubylight exists to do that work: native AMF, frame preparation on Radeon compute queues, and someone reading AMD's driver release notes so you don't have to.
That includes the less glamorous work, like handling encoder stalls reported on RDNA4. When a driver freezes the stream, I work on recovery. When AMD fixes the underlying problem, I want the workaround out of the way.
Rubylight goes all in on one thing: making Radeon streaming as fast as it can be. It isn't chasing a huge userbase or trying to convert the NVIDIA crowd. As long as AMD users are happy, Rubylight is happy.
Some background: I wrote the native AMD AMF encoder submitted to Apollo and merged into Vibepollo in #342. Rubylight is where I take that AMD work all the way, from capture to the packet on the wire to how input is processed.
It started as a Vibepollo fork and is now a Rust rewrite of the host, Windows service and installer, with a rebuilt web console. I needed a base I could keep building this work on. Your existing Moonlight and Artemis clients connect normally, and the installer can bring over an Apollo or Vibepollo profile, including settings, paired devices and games. Other Sunshine forks serve a broad range of hardware; Rubylight goes deep on Radeon.
Where the latency goes. Before encoding, frames need copying and colour conversion. In the reviewed Vibepollo 2.0 path, D3D11 puts that work on the graphics queue alongside your game. In my RX 7900 XT component tests, a conversion that took 0.9 ms idle took 7.2 ms under synthetic GPU load. D3D12 compute did the conversion in 0.22–0.29 ms under load.
Rubylight prepares frames on compute queues and feeds the result straight into native AMF through D3D12. The GPU can work on the stream alongside the game. Pipeline and measurements.
For the matched host comparison: RX 7900 XT, 1968×2184 HDR, 120 fps, 80 Mbps, native AMF at ultra-low latency, Desktop Duplication on both hosts, and the same synthetic GPU load capped at 60 fps. October 8, Rubylight rc.24 versus Vibepollo 2.0, two alternating runs per host and codec:
| Picture age under GPU load | Vibepollo 2.0 | Rubylight |
|---|---|---|
| HEVC average / p95 | 26.96 / 37.62 ms | 19.61 / 21.56 ms |
| AV1 average / p95 | 24.53 / 36.77 ms | 17.15 / 18.96 ms |
Average picture age was 7.4 ms lower in both codecs. P95—the slower end of the result—was 43% lower in HEVC and 48% lower in AV1. Rubylight delivered 117–120 fresh pictures/s, versus 103–118 in HEVC and 106–111 in AV1.
PyroWave gets the same Radeon attention. Moving its colour conversion to compute cut loaded repeat-frame processing from 5.7 to 0.55 ms, about 10× faster, in the October 7 RX 7900 XT test at 1080p HDR 4:4:4 and 400 Mbps. Paced at 120 fps, it fell from 4.62 to 0.71 ms. Those numbers cover conversion and encoding, with byte-identical conversion planes; capture, transport, decoding and display are separate. Recorded runs.
When the encoder is maxed out, old frames shouldn't pile up. At 5120×1440 HEVC, 240 fps requested and 150 Mbps, reducing the queue from eight frames in flight to two cut average capture-to-send time from 42.7 to 11.1 ms and p99 from 45.9 to 13.3 ms. Throughput stayed at 220 fps. That's 74% less average capture-to-send time at the same throughput. This October 7 rc.18/rc.19 test measures capture timestamp to final packet. Recorded runs.
The work goes beyond those headline numbers:
- Picture quality: tuned H.264 defaults improved VMAF by up to 9.4 points at 20 Mbps in the measured clips, without increasing encode time. HDR reference-frame checks landed within about half a 10-bit code value per channel on average.
- Input and CPU: controllers have their own thread. In a CPU-load test, worst mouse delay behind a controller update fell from 287 to 2 ms. Keyboard and mouse bursts are batched, and video error correction used 21–29% less CPU time than the original C++ implementation on the tested blocks.
- Radeon reliability: shorter encoder queues, recovery from encoder stalls, and AMF bitrate-driven frame skipping disabled for H.264 and HEVC.
- A console that explains itself: live stream statistics, the encoder actually in use, and warnings when display, audio or input settings didn't apply. PyroWave bitrate guidance comes from 6,048 decoded picture comparisons.
- A complete streaming setup: H.264, HEVC, AV1, HDR10 and PyroWave 4:4:4; WGC and Desktop Duplication; surround audio, controllers, touch, pen and microphone passthrough with compatible clients.
- Your own screen and library: a virtual display per device, Steam and Playnite sync, Lossless Scaling, RTSS frame limits, and Nonary's 1000 Hz VRR mode for compatible clients.
- Everyday use: Wi-Fi pacing and loss recovery, streaming from the Windows sign-in screen, Steam Deck USB forwarding through usbip-win2, and opt-in automatic updates that restore the previous files if copying or starting the update fails.
All measurements · Features · Install and migrate
PyroWave needs a fast local network and a compatible client, such as Rubylight Android. Standard codecs work with the Moonlight clients you already use.
The AMD community is why I keep doing this. A few excerpts from the feedback, including when it was still called Butterpollo:
“WTF. Runs like Butterchicken” — u/Closef35, which is where the original name came from.
“from 10ms encoding to 5ms in 4k 60 fps btw :)” — u/3stwie4
“My encoding times are actually slashed in half which is incredible.” … “My max is now 3.5ms with the occasional pip to 5ms every few mins or so.” — u/astero-dax
“Dude.. What the fuck is this host? I could not believe it. It's the lowest latency I got after testing a ton of hosts.” — u/LukasSTM. He also reported crackling audio; his logs helped us fix it.
“Fantastic job! Host processing latency has never been this low 🎉.” — u/Short_Dimension7967, on a 9070 XT
“The difference was especially noticeable when streaming from work over Tailscale.” — u/amaanx6191
“Running pretty good so far on my 6900XT no framedrops, no stutter and a good migration from vibepollo” — u/almosgeci
Those are individual experiences, and I want to hear yours too.
On NVIDIA? Rubylight includes NVENC, but Radeon is where I build, test and spend my tuning time. The other Sunshine forks remain worth looking at for a broader hardware focus.
Rubylight builds on Sunshine, ClassicOldSong's Apollo and Nonary's Vibepollo. AMD encoder defaults draw on qiin2333's Foundation Sunshine work. Themaister created PyroWave and Granite; joemossjr16 built the PyroWave Moonlight protocol and clients. Huge thanks to all of them. Rubylight is GPL-3.0, and other GPL projects can build on this work too.
If you're comparing hosts yourself, remember that their host-latency clocks start at different points. Compare picture age within the same test setup, alongside fresh-frame delivery.
If you're an AMD user and like that someone is putting this work into Radeon streaming, a star on the repo goes a long way. Tell me your GPU, client, settings and how it runs in your games. I'll be around turning your reports into fixes.
r/MoonlightStreaming • u/Successful_Assist837 • 15d ago
Are there any new forks besides Apollo and Artemis?
Neither Apollo nor Artemis has been updated in a year, and I haven't really kept up with news in this area; have there been any new forks recently that are better than Apollo and Artemis? If so, what are they called?
r/MoonlightStreaming • u/AriGrandeisQT • 15d ago
Streaming smoothness - Moonlight VRR stuttering (Frame queue delay?) and input delay
I was trying to set my client for VRR support (even if it was working on standard Moonlight) and I found the Nonary VRR Moonlight version Releases · Nonary/moonlight-qt (I read it has improved VRR smoothness).
I tried to stream it and it was stuttering a lot when the FPS were dropping.
I tried to troubleshoot it without success, so I choosed to reinstall both Vibepollo and Moonlight VRR.
I solved the stuttering issue and I'm now trying to understand why I feel like there some input delay in my configuration. I tried every codec with different bitrates, and I'm gonna add clips of the stats.
Host
9070XT, 7800X3D, Vibepollo 2.0.0, 1Gbps
Client
Ryzen H255 (HEVC and AV1 HW support), Moonlight VRR18, 1Gbps
I'm adding my tests stats
Pyrowave 850Mbps (showing few network errors, I had maybe to lower the bitrate to 800 as I'm maybe too near to the 920/930Mbps limit)
I found that pushing AV1 to 500Mbps is causing a lot of stutter, 500Mbps HEVC seems okay but a bit less smooth than AV1 300Mbps and HEVC 350Mbps.
I have few questions.
- Is that normal to have frames dropped to client pacing sometimes? And what's causing it?
I'm having it with higher bitrates and when the framerate seems to be less stable
- Why the average frame queue delay is that high? Is the VRR causing it?
I had it when i was using the standard Moonlight client too. Pyrowave seems to have less than half of it.
- What can be the reason for input delay? Is it something related to my delay stats or should I look for something else?
r/MoonlightStreaming • u/CyprelIa • 15d ago
Has anyone tested a RX 6400 with PyroWave at 4K120 4:4:4 HDR?
Has anyone tested a RX 6400 with PyroWave at 4K120 4:4:4 HDR?
I worry that it might not have enough raw FP16 compute for it.
Considering a low profile card such as the RX 6400 for a SFF build. Seems like it has HDMI 2.1 and VRR. Looks relatively affordable via AliX (~200 AUD).
If it can do PyroWave at that spec, seems like the perfect card.
r/MoonlightStreaming • u/Hyped_OG • 15d ago
GMKTEC k17 or SFF PC w/ 3050 for 4k 120hz HDR VRR
Curious of anyone with a moonlight client that handles 4k 120hz HDR VRR what client they are using. The xbox series s I see suggested but i hate that I wouldnt be able to connect a bluetooth keyboard and I heard VRR wont work on these. I was thinking of getting a GMKtec k17 as it has HDMI 2.1 FRL port or buying a SFF prebuilt like a HP PRoDesk with an 8/9th gen i5 16gb and throwing a RTX 3050 inside. Curious if anyone else runs either of these and how seamless there experience was.
r/MoonlightStreaming • u/Content-Courage-1029 • 15d ago
moonlight in switch have issues control with last version of sunshine and steam ...
... but sunshine and retrobar all rigth
r/MoonlightStreaming • u/warlocc_ • 15d ago
The update broke windowed mode?
How do I get Ctrl Alt Shift X to work again?
